attribute vec4 aPosition;
attribute vec4 aColor;
attribute vec3 aNormal;
attribute vec3 aTangent;
attribute vec3 aBinormal;
attribute vec4 aTexcoord;
attribute vec3 aSkinWeight;
attribute vec3 aJointID;
varying vec4 vTextureCoord;
varying vec4 vColor;
uniform mat4 MVPMatrix;
void main() {
   gl_Position = MVPMatrix * aPosition;
   vTextureCoord = aTexcoord;
   vColor = aColor;
   vec3 test = aNormal + aTangent + aBinormal + aSkinWeight + aJointID;
}
